﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "HUX/Default Cursor Shader"
{
	Properties{
		_MainTex("Base", 2D) = "white" {}
		_MainColor("Color", Color) = (1.0, 1.0, 1.0, 1.0)
	}

		CGINCLUDE

#include "UnityCG.cginc"

		sampler2D _MainTex;
		fixed4 _MainColor;

		half4 _MainTex_ST;

		struct v2f {
			half4 pos : SV_POSITION;
			half2 uv : TEXCOORD0;
			fixed4 vertexColor : COLOR;
		};

		v2f vert(appdata_full v) {
			v2f o;

			o.pos = UnityObjectToClipPos(v.vertex);
			o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
			o.vertexColor = v.color * _MainColor;

			return o;
		}

		fixed4 frag(v2f i) : COLOR{
			return tex2D(_MainTex, i.uv.xy) * i.vertexColor;
		}

			ENDCG

			SubShader {
			Tags{ "RenderType" = "Transparent" "Queue" = "Overlay" }
				Cull Back
				Lighting Off
				ZWrite Off
				ZTest Off
				Fog{ Mode Off }
				Blend SrcAlpha OneMinusSrcAlpha

				Pass{

				CGPROGRAM

				#pragma vertex vert
				#pragma fragment frag
				#pragma fragmentoption ARB_precision_hint_fastest

				ENDCG

			}

		}
		FallBack Off
}